radv: initialize blend state after compiling shaders
This function used to compute part of the graphics key but everything has been moved. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/20517>
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@@ -5214,8 +5214,6 @@ radv_graphics_pipeline_init(struct radv_graphics_pipeline *pipeline, struct radv
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struct radv_pipeline_key key = radv_generate_graphics_pipeline_key(pipeline, pCreateInfo, &state);
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struct radv_blend_state blend = radv_pipeline_init_blend_state(pipeline, &state, &key);
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result = radv_create_shaders(&pipeline->base, &pipeline_layout, device, cache, &key, pCreateInfo->pStages,
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pCreateInfo->stageCount, pCreateInfo->flags, NULL,
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creation_feedback, NULL, NULL, &pipeline->last_vgt_api_stage);
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@@ -5238,6 +5236,8 @@ radv_graphics_pipeline_init(struct radv_graphics_pipeline *pipeline, struct radv
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if (device->physical_device->rad_info.gfx_level >= GFX10_3)
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gfx103_pipeline_init_vrs_state(pipeline, &state);
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struct radv_blend_state blend = radv_pipeline_init_blend_state(pipeline, &state, &key);
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/* Copy the non-compacted SPI_SHADER_COL_FORMAT which is used to emit RBPLUS state. */
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pipeline->col_format_non_compacted = blend.spi_shader_col_format;
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